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mirror of https://github.com/microsoft/DirectXMath synced 2024-11-26 22:10:06 +00:00

Updated Home (markdown)

Chuck Walbourn 2021-03-10 21:58:11 -08:00
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@ -85,6 +85,12 @@ Details on moving from XNAMath to DirectXMath are covered in [Code Migration fro
Moving from the legacy D3DX9/D3DX10 D3DXMath is covered in [Working with D3DXMath](https://docs.microsoft.com/en-us/windows/desktop/dxmath/pg-xnamath-migration-d3dx).
# Math conventions
DirectX has historically used row-major matrices, row vectors, pre-multiplication, and left-handed coordinates. The DirectXMath library uses row-major matrices, and offers both left-handed (``LH``) and right-handed (``RH``) coordinate versions of the relevant matrix functions.
See [this blog post](https://seanmiddleditch.com/matrices-handedness-pre-and-post-multiplication-row-vs-column-major-and-notations/) for a detailed description of the convention choices, and the historic context for the DirectX vs. OpenGL differences in conventions.
# Calling convention
Be sure to read the [Microsoft Docs](https://docs.microsoft.com/en-us/windows/desktop/dxmath/pg-xnamath-internals#Call_Conventions) details on the calling convention types which are designed to deal with the various architectures and vector calling conventions. The best way to ensure you have them correct is to attempt to build your code with x86, x64, and ARM.